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Arkade

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  1. Man, I wish they had said that on the insert. I was really thrown by the fact that the second Quest Card didn't have any "The Players have won the game" text on it. With only two copies of the expansion available at the store when I bought mine, I was worried I wouldn't be able to replace the card I thought I was missing.
  2. What if I were to replace the Luck check with a single die? "Movement: Once per turn, Jhonen may spend one movement point to roll a die. On a success, he gains a Clue token." Or add a penalty for failure? "Movement: Once per turn, Jhonen may spend one movement point to make a Luck check. On a success, he gains a Clue token. On a failure, he loses one Sanity. This loss may not be reduced or countered in any way."
  3. Arkade said: Hey, all - I picked up a copy of Arkham Horror a couple weeks ago, and my friends and I are really enjoying it. I found out about Strange Eons here and we set about making new characters. I'm looking for some feedback and evaluation, and please be brutally honest - we're looking for balanced characters we can use alongside characters out of the box. Thanks in advance. Sorry for the double post, guess I linked them wrong in the last post.
  4. Hey, all - I picked up a copy of Arkham Horror a couple weeks ago, and my friends and I are really enjoying it. I found out about Strange Eons here and we set about making new characters. I'm looking for some feedback and evaluation, and please be brutally honest - we're looking for balanced characters we can use alongside characters out of the box. <img src="http://i.imgur.com/KyWyH.png" alt="" title="Hosted by imgur.com" /> <img src="http://i.imgur.com/jJcbT.png" alt="" title="Hosted by imgur.com" /> <img src="http://i.imgur.com/8rWhm.png" alt="" title="Hosted by imgur.com" /> Thanks in advance.
  5. Huh, I actually asked to get this thread deleted and moved it over to the Homebrew board. It got no replies there. So thanks for the input. I actually had the same problem someone else mentioned, before: Playing the Beastman Lord, I pulled so far ahead in the Silver level of the campaign that my players grew very demoralized. Twice. I thought if they could have an easier time getting the skills they wanted or needed (including picking their starting skill), it might do something to even things out. But now I see everyone saying that the player's problem might've been more their fault than the fault of game imbalance? Maybe I'll just write the names of the towns the players can learn their skills in directly on the cards, and encourage them to pull the skills they want from the decks ahead of time, so they have a visual of where they need to go. I can see a valid argument in the idea that I shouldn't be the one making up for the fact that the players would rather make moving to a series of four towns a priority over exploring the dungeons between them. But if the town names are written on the cards and the cards they want are in front of them, the players can just train the skill as they pass through the town on whatever other business. And I was actually looking to mod the Avatar more for my own tastes than anything else. I like the Beastman Lord's flavor, abilities and final battle, more than anything else. Maybe I'll just give up on that, or see if the players will let me play one of the homebrew Avatars.
  6. So I had two homerules I wanted to toss out and get some feedback on. The first one is designed specifically to counter an issue my group had with RtL in the past: My min/max-mad players spent more time trying to decide where to go to train than they did in dungeons. To counter this, I've agreed to try a variant where players can train any Trait or Skill in any town (with the exception of Health and Fatigue upgrades). I figure the towns will feel different enough with their different Building Ratings and special abilities that I don't need to limit what they train, as well. I did notice, though, that some of the Skills my players are likely to rush for are typically only trained at the Secret Masters, and I might keep those Skills alone limited to the Masters. The second rule addresses a concern of mine. I was looking at playing the Sorcerer King Avatar, but I have serious concerns about his Upgrades. I mean, he already has eight mirrors protecting him at 30 Wounds w/Ironskin apiece. And then I can tack 100 extra wounds and Surge-negation onto the Avatar proper for a measly 10 XP? That seems ridiculously overpowered to me, and I'm the one playing him! I was wondering if this stuff had been errata'd at some point, and I'm just not seeing it anywhere? If it hasn't been, I was looking at going with one of two ideas: Replacing the 100 extra Wounds effect with an effect that grants Undying was my first thought. My second thought was more involved: I basically want to mod the Beastman Lord's Final Battle, and combine specific cards from the two upgrade decks into a custom deck: Gata the White Death Snipers Arcane Energies Shadow Clones (and, in this case, no mirrors in his final battle) Wraithform Any thoughts or referrals on either of these ideas would be appreciated. .
  7. So I had two homerules I wanted to toss out and get some feedback on. The first one is designed specifically to counter an issue my group had with RtL in the past: My min/max-mad players spent more time trying to decide where to go to train than they did in dungeons. To counter this, I've agreed to try a variant where players can train any Trait or Skill in any town (with the exception of Health and Fatigue upgrades). I figure the towns will feel different enough with their different Building Ratings and special abilities that I don't need to limit what they train, as well. I did notice, though, that some of the Skills my players are likely to rush for are typically only trained at the Secret Masters, and I might keep those Skills alone limited to the Masters. The second rule addresses a concern of mine. I was looking at playing the Sorcerer King Avatar, but I have serious concerns about his Upgrades. I mean, he already has eight mirrors protecting him at 30 Wounds w/Ironskin apiece. And then I can tack 100 extra wounds and Surge-negation onto the Avatar proper for a measly 10 XP? That seems ridiculously overpowered to me, and I'm the one playing him! I was wondering if this stuff had been errata'd at some point, and I'm just not seeing it anywhere? If it hasn't been, I was looking at going with one of two ideas: Replacing the 100 extra Wounds effect with an effect that grants Undying was my first thought. My second thought was more involved: I basically want to mod the Beastman Lord's Final Battle, and combine specific cards from the two upgrade decks into a custom deck: Gata the White Death Snipers Arcane Energies Shadow Clones (and, in this case, no mirrors in his final battle) Wraithform Any thoughts or referrals on either of these ideas would be appreciated.
  8. Game One, Character: Lindel On his way to the treasure chamber, Lindel encountered a mad sorcerer (whom he defeated with ease), a crypt, and a dead adventurer. The path was easy, until a portcullis fell behind him, sealing him in a dead end very close to the treasure chamber. Casting the magic bound within his Rune of Vision, Lindel found a Secret Door, and made his way to the Treasure Chamber. Lindel looted as much as he dared before leaving well enough alone and turning to make his way back. The journey back proved more dangerous than the journey in, however. Lindel first narrowly avoided a Bottomless Pit, and then cunningly overcame a Demon in combat. A sudden Cave-In proved a brief barrier, as did an older Cave-In blocking the passage. A skeleton and a golem next set upon our hero, and the golem even managed to wound him slightly before Lindel made his way into a room of darkness. Time was running out, and Lindel feared this darkness would keep him from his freedom, but luck won the day. Lindel's final challenge was an inept Troll; it did little to stop his dash to freedom. Game Stats: 24 Turns; 17 Tiles; 0 Catacomb Spaces; 3100 coins worth of loot. Loot included a Bag of Gems, Rune Scarab, Vestments of Kellos, and a few others. Lindel escaped the Dungeon with only two wounds! Game Two, Character: Lindel Feeling brave and a little immortal from his previous journey into the Dungeon, Lindel chose to enter again. This time, Spider Webs blocked the entrance, and despite Lindel's skill, he found himself quickly delayed by them. When he fought his way through, he found himself in a dead end, his only company an icy, murderous Shade. The shade stalked Lindel back through the webs and down a corridor into Darkness. Within the Darkness, Lindel found himself turned around twice, both times wandering back the way he came. As Lindel turned to enter the Darkness a third time, he discovered the Darkness rushing towards him - the Shade had caught up with Lindel, and he died in its freezing grasp. Game Stats: 9 Turns; 5 Tiles, 0 Catacomb Spaces, 50 Coins worth of loot found on a Dead Adventurer.
  9. Was thinking of picking this game up, but had a couple questions about how it plays, specifically in comparison to RuneBound. First, how's the downtime between turns? RuneBound's biggest flaw, in the opinion of my group, is the lack of interaction. While one person is taking their turn, everyone else is sitting there watching. The big concern her is how long everyone is stuck sitting around watching. Do player turns go fairly quick in this game, or is there something to keep the other players engaged? Does combat within the game, and the game overall, play pretty quickly? I'd be picking this up specifically as a quick game, I have enough games that we only get one or two plays of in an evening, I need something FAST.
  10. A basic fix a friend and I came up with involves buying a few extra dice. Head to your local gaming store, buy two red d10, two green d10, and two blue d10. In combat, a player declares which phase their hero and allies are attacking in or whatever, then toss all six dice at once. Green dice are for Mind, red for Body, blue for Magic, there's a whole round said and done. My regular group has also been playing with a couple basic house rules for a while: 1. All challenges award a number of gold pieces equal to their experience value in addition to whatever Reward is listed on the challenge itself. This seems like a lot of gold, especially combined with rule 3, but you appreciate it when the game moves faster 'cause your hero is all kitted-out. 2. You do not choose to gain Life level-ups, instead being awarded them for free whenever you gain three, six, or nine experience counters in your stats or exhaustion. Life level-ups limit which Encounter colors you can gain encounter, as normal. This helped counter the way our games were stalling out in the early stages while people hoarded all the stat-ups they could on greens and yellows. 3. In town, one gold coin heals all exhaustion on one hero or ally, one gold coin heals all damage on one hero or ally. On its face, this seems to make the game EZ-Mode, but it really just reduces the wait between turns with actual action and turns of downtime. Challenges are no less deadly.
  11. I would personally want a little bit more of everything, all themed to some setting. The way the RuneBound expansions work would be good. Gimme a Sands-themed expansion with a new Good race and a new Evil race (or maybe two neutral races?), some new terrain, all that jazz. Toss in some new Quests, Heroes, Seasons, all of it. I wouldn't mind seeing new unit types for existing armies, but it seems like the only way to make that happen would be a fourth resource type and either a sixth initiative slot or all-new army mats. But if they were gonna do it, I'd like to see some ocean combat going on.
  12. The points can, yes. But the actual borders cannot be place parallel to each other.
  13. Arkade

    map setup

    Getting everyone four hexes away is actually just nearly impossible to do in a three-player game, and won't always occur in a two-player game. But if home realms are only two hexes away, the first player to march on his opponent's home realm just plain takes it.
  14. This game is possibly the best FFG game I have played. It's essentially an RTS board game: gather resources, recruit units, build forts, fight the enemy, take victory points. I would have expected the game to be pretty slow, considering this. Lots of sitting around watching players not you take their turns. This ended up not being the case at all. The only slow part of the game is maybe the setup. Gameplay itself is very rapid, and combat plays out very quickly, as well. The Hero portion of the game seems a little tacked on, but serves an interesting purpose in helping a player who has to turtle part or all of the game. If you cannot win through conquest, and you cannot even spread enough to win through diplomacy, you at least have your heroes to help you gain victory, largely free of the power of enemy armies. The usefulness of the Hero segment of the game, though niche, is often overlooked by players who dislike it. That said, I will point out that setup can be a bit skewed against the first player. Depending on the map, the first player (who places their starting realm on the map last), can end up really strapped for resources. It's rarely something you cannot overcome, but sometimes a game just turns on you from the start. I would also strongly recommend against choosing the Elves if you are the first player. You may open the box and think you didn't quite get what you paid for in terms of game pieces and box contents. But this is one of those situations where you are paying for fun, and a rare example of when the fun is worth the financial investment.
  15. Arkade

    Necromancers

    My group hasn't been playing with optional draws. If units are attacking, they're drawing cards. The deck is basically the game's die, and the whole thing is about the odds of what you're gonna draw. We decided that any draw that may happen must happen, in the interest of the odds. Otherwise, you end up with the risk of odds being all skewed while players choose to only draw for Necromancer and Knights, or only draw far enough into a battle to win it.
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